I am trying to throw a die made of several parts that must stay fixed. The purpose is to get a realistic physical behavior.

What I tried : The small parts have an object constraint : Child of set to the biggest part. Their rigid bodies are set as passive. The parts are not overlapping.

What I get : The die jumps at the beginning of the animation ... as if a collision was detected ...

Thank you to suggest a way to do this ... even if it is radically different from what I tried. :)



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    $\begingroup$ How does your setup differ from throwing a normal die and parenting the different parts to the box collider? $\endgroup$ – Leander Jun 26 '19 at 22:32
  • $\begingroup$ A screenshot of the die setup would be useful to understand exactly what is going on. $\endgroup$ – Sazerac Jun 26 '19 at 23:49
  • $\begingroup$ @Sazerac ibb.co/0yVqRjC ... (tell me if there is a better way to show an image in comments) I made this image in Photoshop to show the settings of Dé (the die ... which is not a cube as you see) and Vitre (one of the small parts $\endgroup$ – Nicolas Jun 27 '19 at 8:21
  • $\begingroup$ Edit your post and include the image. $\endgroup$ – Leander Jun 28 '19 at 5:38

create a cube the size of the die, make the cube not rendered and then use it as a rigid body physics and parent the die pieces to it

  • $\begingroup$ Thanks, but won't Blender use the envelope of the cube to calculate the physics ? $\endgroup$ – Nicolas Jun 27 '19 at 12:53

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